diff options
Diffstat (limited to 'scene/resources/packed_scene.cpp')
-rw-r--r-- | scene/resources/packed_scene.cpp | 174 |
1 files changed, 94 insertions, 80 deletions
diff --git a/scene/resources/packed_scene.cpp b/scene/resources/packed_scene.cpp index 5e8bfd9387..e74f759855 100644 --- a/scene/resources/packed_scene.cpp +++ b/scene/resources/packed_scene.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -30,10 +30,10 @@ #include "packed_scene.h" +#include "core/config/engine.h" +#include "core/config/project_settings.h" #include "core/core_string_names.h" -#include "core/engine.h" #include "core/io/resource_loader.h" -#include "core/project_settings.h" #include "scene/2d/node_2d.h" #include "scene/3d/node_3d.h" #include "scene/gui/control.h" @@ -41,11 +41,11 @@ #define PACKED_SCENE_VERSION 2 -bool SceneState::can_instance() const { +bool SceneState::can_instantiate() const { return nodes.size() > 0; } -Node *SceneState::instance(GenEditState p_edit_state) const { +Node *SceneState::instantiate(GenEditState p_edit_state) const { // nodes where instancing failed (because something is missing) List<Node *> stray_instances; @@ -80,7 +80,7 @@ Node *SceneState::instance(GenEditState p_edit_state) const { Node **ret_nodes = (Node **)alloca(sizeof(Node *) * nc); - bool gen_node_path_cache = p_edit_state != GEN_EDIT_STATE_DISABLED && node_path_cache.empty(); + bool gen_node_path_cache = p_edit_state != GEN_EDIT_STATE_DISABLED && node_path_cache.is_empty(); Map<Ref<Resource>, Ref<Resource>> resources_local_to_scene; @@ -109,7 +109,7 @@ Node *SceneState::instance(GenEditState p_edit_state) const { //scene inheritance on root node Ref<PackedScene> sdata = props[base_scene_idx]; ERR_FAIL_COND_V(!sdata.is_valid(), nullptr); - node = sdata->instance(p_edit_state == GEN_EDIT_STATE_DISABLED ? PackedScene::GEN_EDIT_STATE_DISABLED : PackedScene::GEN_EDIT_STATE_INSTANCE); //only main gets main edit state + node = sdata->instantiate(p_edit_state == GEN_EDIT_STATE_DISABLED ? PackedScene::GEN_EDIT_STATE_DISABLED : PackedScene::GEN_EDIT_STATE_INSTANCE); //only main gets main edit state ERR_FAIL_COND_V(!node, nullptr); if (p_edit_state != GEN_EDIT_STATE_DISABLED) { node->set_scene_inherited_state(sdata->get_state()); @@ -122,7 +122,7 @@ Node *SceneState::instance(GenEditState p_edit_state) const { if (disable_placeholders) { Ref<PackedScene> sdata = ResourceLoader::load(path, "PackedScene"); ERR_FAIL_COND_V(!sdata.is_valid(), nullptr); - node = sdata->instance(p_edit_state == GEN_EDIT_STATE_DISABLED ? PackedScene::GEN_EDIT_STATE_DISABLED : PackedScene::GEN_EDIT_STATE_INSTANCE); + node = sdata->instantiate(p_edit_state == GEN_EDIT_STATE_DISABLED ? PackedScene::GEN_EDIT_STATE_DISABLED : PackedScene::GEN_EDIT_STATE_INSTANCE); ERR_FAIL_COND_V(!node, nullptr); } else { InstancePlaceholder *ip = memnew(InstancePlaceholder); @@ -133,7 +133,7 @@ Node *SceneState::instance(GenEditState p_edit_state) const { } else { Ref<PackedScene> sdata = props[n.instance & FLAG_MASK]; ERR_FAIL_COND_V(!sdata.is_valid(), nullptr); - node = sdata->instance(p_edit_state == GEN_EDIT_STATE_DISABLED ? PackedScene::GEN_EDIT_STATE_DISABLED : PackedScene::GEN_EDIT_STATE_INSTANCE); + node = sdata->instantiate(p_edit_state == GEN_EDIT_STATE_DISABLED ? PackedScene::GEN_EDIT_STATE_DISABLED : PackedScene::GEN_EDIT_STATE_INSTANCE); ERR_FAIL_COND_V(!node, nullptr); } @@ -147,22 +147,29 @@ Node *SceneState::instance(GenEditState p_edit_state) const { } #endif } - } else if (ClassDB::is_class_enabled(snames[n.type])) { - //node belongs to this scene and must be created - Object *obj = ClassDB::instance(snames[n.type]); + } else { + Object *obj = nullptr; + + if (ClassDB::is_class_enabled(snames[n.type])) { + //node belongs to this scene and must be created + obj = ClassDB::instantiate(snames[n.type]); + } + if (!Object::cast_to<Node>(obj)) { if (obj) { memdelete(obj); obj = nullptr; } - WARN_PRINT(String("Warning node of type " + snames[n.type].operator String() + " does not exist.").ascii().get_data()); + WARN_PRINT(vformat("Node %s of type %s cannot be created. A placeholder will be created instead.", snames[n.name], snames[n.type]).ascii().get_data()); if (n.parent >= 0 && n.parent < nc && ret_nodes[n.parent]) { - if (Object::cast_to<Node3D>(ret_nodes[n.parent])) { - obj = memnew(Node3D); - } else if (Object::cast_to<Control>(ret_nodes[n.parent])) { + if (Object::cast_to<Control>(ret_nodes[n.parent])) { obj = memnew(Control); } else if (Object::cast_to<Node2D>(ret_nodes[n.parent])) { obj = memnew(Node2D); +#ifndef _3D_DISABLED + } else if (Object::cast_to<Node3D>(ret_nodes[n.parent])) { + obj = memnew(Node3D); +#endif // _3D_DISABLED } } @@ -172,14 +179,10 @@ Node *SceneState::instance(GenEditState p_edit_state) const { } node = Object::cast_to<Node>(obj); - - } else { - //print_line("Class is disabled for: " + itos(n.type)); - //print_line("name: " + String(snames[n.type])); } if (node) { - // may not have found the node (part of instanced scene and removed) + // may not have found the node (part of instantiated scene and removed) // if found all is good, otherwise ignore //properties @@ -205,8 +208,8 @@ Node *SceneState::instance(GenEditState p_edit_state) const { node->set(snames[nprops[j].name], props[nprops[j].value], &valid); //restore old state for new script, if exists - for (List<Pair<StringName, Variant>>::Element *E = old_state.front(); E; E = E->next()) { - node->set(E->get().first, E->get().second); + for (const Pair<StringName, Variant> &E : old_state) { + node->set(E.first, E.second); } } else { Variant value = props[nprops[j].value]; @@ -265,7 +268,7 @@ Node *SceneState::instance(GenEditState p_edit_state) const { parent->move_child(node, n.index); } } else { - //it may be possible that an instanced scene has changed + //it may be possible that an instantiated scene has changed //and the node has nowhere to go anymore stray_instances.push_back(node); //can't be added, go to stray list } @@ -367,7 +370,7 @@ static int _vm_get_variant(const Variant &p_variant, HashMap<Variant, int, Varia Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map<StringName, int> &name_map, HashMap<Variant, int, VariantHasher, VariantComparator> &variant_map, Map<Node *, int> &node_map, Map<Node *, int> &nodepath_map) { // this function handles all the work related to properly packing scenes, be it - // instanced or inherited. + // instantiated or inherited. // given the complexity of this process, an attempt will be made to properly // document it. if you fail to understand something, please ask! @@ -376,16 +379,23 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map return OK; } - // save the child instanced scenes that are chosen as editable, so they can be restored + bool is_editable_instance = false; + + // save the child instantiated scenes that are chosen as editable, so they can be restored // upon load back if (p_node != p_owner && p_node->get_filename() != String() && p_owner->is_editable_instance(p_node)) { editable_instances.push_back(p_owner->get_path_to(p_node)); + // Node is the root of an editable instance. + is_editable_instance = true; + } else if (p_node->get_owner() && p_node->get_owner() != p_owner && p_owner->is_editable_instance(p_node->get_owner())) { + // Node is part of an editable instance. + is_editable_instance = true; } NodeData nd; nd.name = _nm_get_string(p_node->get_name(), name_map); - nd.instance = -1; //not instanced by default + nd.instance = -1; //not instantiated by default //really convoluted condition, but it basically checks that index is only saved when part of an inherited scene OR the node parent is from the edited scene if (p_owner->get_scene_inherited_state().is_null() && (p_node == p_owner || (p_node->get_owner() == p_owner && (p_node->get_parent() == p_owner || p_node->get_parent()->get_owner() == p_owner)))) { @@ -395,18 +405,18 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map //This (hopefully) happens if the node is a scene root, so its index is irrelevant. nd.index = -1; } else { - //part of an inherited scene, or parent is from an instanced scene + //part of an inherited scene, or parent is from an instantiated scene nd.index = p_node->get_index(); } - // if this node is part of an instanced scene or sub-instanced scene + // if this node is part of an instantiated scene or sub-instantiated scene // we need to get the corresponding instance states. // with the instance states, we can query for identical properties/groups // and only save what has changed List<PackState> pack_state_stack; - bool instanced_by_owner = true; + bool instantiated_by_owner = true; { Node *n = p_node; @@ -422,11 +432,11 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map ps.node = node; ps.state = state; pack_state_stack.push_back(ps); - instanced_by_owner = false; + instantiated_by_owner = false; } } - if (p_node->get_filename() != String() && p_node->get_owner() == p_owner && instanced_by_owner) { + if (p_node->get_filename() != String() && p_node->get_owner() == p_owner && instantiated_by_owner) { if (p_node->get_scene_instance_load_placeholder()) { //it's a placeholder, use the placeholder path nd.instance = _vm_get_variant(p_node->get_filename(), variant_map); @@ -469,13 +479,20 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map p_node->get_property_list(&plist); StringName type = p_node->get_class(); - for (List<PropertyInfo>::Element *E = plist.front(); E; E = E->next()) { - if (!(E->get().usage & PROPERTY_USAGE_STORAGE)) { + Ref<Script> script = p_node->get_script(); + if (Engine::get_singleton()->is_editor_hint() && script.is_valid()) { + // Should be called in the editor only and not at runtime, + // otherwise it can cause problems because of missing instance state support. + script->update_exports(); + } + + for (const PropertyInfo &E : plist) { + if (!(E.usage & PROPERTY_USAGE_STORAGE)) { continue; } - String name = E->get().name; - Variant value = p_node->get(E->get().name); + String name = E.name; + Variant value = p_node->get(E.name); bool isdefault = false; Variant default_value = ClassDB::class_get_default_property_value(type, name); @@ -484,23 +501,22 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map isdefault = bool(Variant::evaluate(Variant::OP_EQUAL, value, default_value)); } - Ref<Script> script = p_node->get_script(); if (!isdefault && script.is_valid() && script->get_property_default_value(name, default_value)) { isdefault = bool(Variant::evaluate(Variant::OP_EQUAL, value, default_value)); } // the version above makes more sense, because it does not rely on placeholder or usage flag // in the script, just the default value function. - // if (E->get().usage & PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE) { + // if (E.usage & PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE) { // isdefault = true; //is script default value // } if (pack_state_stack.size()) { - // we are on part of an instanced subscene - // or part of instanced scene. + // we are on part of an instantiated subscene + // or part of instantiated scene. // only save what has been changed // only save changed properties in instance - if ((E->get().usage & PROPERTY_USAGE_NO_INSTANCE_STATE) || E->get().name == "__meta__") { + if ((E.usage & PROPERTY_USAGE_NO_INSTANCE_STATE) || E.name == "__meta__") { //property has requested that no instance state is saved, sorry //also, meta won't be overridden or saved continue; @@ -513,7 +529,7 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map //check all levels of pack to see if the property exists somewhere const PackState &ps = F->get(); - original = ps.state->get_property_value(ps.node, E->get().name, exists); + original = ps.state->get_property_value(ps.node, E.name, exists); if (exists) { break; } @@ -558,21 +574,19 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map List<Node::GroupInfo> groups; p_node->get_groups(&groups); - for (List<Node::GroupInfo>::Element *E = groups.front(); E; E = E->next()) { - Node::GroupInfo &gi = E->get(); - + for (const Node::GroupInfo &gi : groups) { if (!gi.persistent) { continue; } /* if (instance_state_node>=0 && instance_state->is_node_in_group(instance_state_node,gi.name)) - continue; //group was instanced, don't add here + continue; //group was instantiated, don't add here */ bool skip = false; - for (List<PackState>::Element *F = pack_state_stack.front(); F; F = F->next()) { + for (const PackState &F : pack_state_stack) { //check all levels of pack to see if the group was added somewhere - const PackState &ps = F->get(); + const PackState &ps = F; if (ps.state->is_node_in_group(ps.node, gi.name)) { skip = true; break; @@ -589,7 +603,7 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map // save the right owner // for the saved scene root this is -1 // for nodes of the saved scene this is 0 - // for nodes of instanced scenes this is >0 + // for nodes of instantiated scenes this is >0 if (p_node == p_owner) { //saved scene root @@ -603,24 +617,24 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map // Save the right type. If this node was created by an instance // then flag that the node should not be created but reused - if (pack_state_stack.empty()) { + if (pack_state_stack.is_empty() && !is_editable_instance) { //this node is not part of an instancing process, so save the type nd.type = _nm_get_string(p_node->get_class(), name_map); } else { - // this node is part of an instanced process, so do not save the type. - // instead, save that it was instanced + // this node is part of an instantiated process, so do not save the type. + // instead, save that it was instantiated nd.type = TYPE_INSTANCED; } // determine whether to save this node or not - // if this node is part of an instanced sub-scene, we can skip storing it if basically + // if this node is part of an instantiated sub-scene, we can skip storing it if basically // no properties changed and no groups were added to it. // below condition is true for all nodes of the scene being saved, and ones in subscenes // that hold changes bool save_node = nd.properties.size() || nd.groups.size(); // some local properties or groups exist save_node = save_node || p_node == p_owner; // owner is always saved - save_node = save_node || (p_node->get_owner() == p_owner && instanced_by_owner); //part of scene and not instanced + save_node = save_node || (p_node->get_owner() == p_owner && instantiated_by_owner); //part of scene and not instantiated int idx = nodes.size(); int parent_node = NO_PARENT_SAVED; @@ -672,14 +686,14 @@ Error SceneState::_parse_connections(Node *p_owner, Node *p_node, Map<StringName //ERR_FAIL_COND_V( !node_map.has(p_node), ERR_BUG); //NodeData &nd = nodes[node_map[p_node]]; - for (List<MethodInfo>::Element *E = _signals.front(); E; E = E->next()) { + for (const MethodInfo &E : _signals) { List<Node::Connection> conns; - p_node->get_signal_connection_list(E->get().name, &conns); + p_node->get_signal_connection_list(E.name, &conns); conns.sort(); - for (List<Node::Connection>::Element *F = conns.front(); F; F = F->next()) { - const Node::Connection &c = F->get(); + for (const Node::Connection &F : conns) { + const Node::Connection &c = F; if (!(c.flags & CONNECT_PERSIST)) { //only persistent connections get saved continue; @@ -888,6 +902,13 @@ Error SceneState::pack(Node *p_scene) { node_paths.write[E->get()] = scene->get_path_to(E->key()); } + if (Engine::get_singleton()->is_editor_hint()) { + // Build node path cache + for (Map<Node *, int>::Element *E = node_map.front(); E; E = E->next()) { + node_path_cache[scene->get_path_to(E->key())] = E->get(); + } + } + return OK; } @@ -922,10 +943,12 @@ Ref<SceneState> SceneState::_get_base_scene_state() const { } int SceneState::find_node_by_path(const NodePath &p_node) const { + ERR_FAIL_COND_V_MSG(node_path_cache.size() == 0, -1, "This operation requires the node cache to have been built."); + if (!node_path_cache.has(p_node)) { if (_get_base_scene_state().is_valid()) { int idx = _get_base_scene_state()->find_node_by_path(p_node); - if (idx >= 0) { + if (idx != -1) { int rkey = _find_base_scene_node_remap_key(idx); if (rkey == -1) { rkey = nodes.size() + base_scene_node_remap.size(); @@ -941,7 +964,7 @@ int SceneState::find_node_by_path(const NodePath &p_node) const { if (_get_base_scene_state().is_valid() && !base_scene_node_remap.has(nid)) { //for nodes that _do_ exist in current scene, still try to look for - //the node in the instanced scene, as a property may be missing + //the node in the instantiated scene, as a property may be missing //from the local one int idx = _get_base_scene_state()->find_node_by_path(p_node); if (idx != -1) { @@ -1349,7 +1372,7 @@ NodePath SceneState::get_node_path(int p_idx, bool p_for_parent) const { sub_path.insert(0, base_path.get_name(i)); } - if (sub_path.empty()) { + if (sub_path.is_empty()) { return NodePath("."); } @@ -1481,16 +1504,6 @@ int SceneState::add_name(const StringName &p_name) { return names.size() - 1; } -int SceneState::find_name(const StringName &p_name) const { - for (int i = 0; i < names.size(); i++) { - if (names[i] == p_name) { - return i; - } - } - - return -1; -} - int SceneState::add_value(const Variant &p_value) { variants.push_back(p_value); return variants.size() - 1; @@ -1599,8 +1612,6 @@ void SceneState::_bind_methods() { } SceneState::SceneState() { - base_scene_idx = -1; - last_modified_time = 0; } //////////////// @@ -1621,16 +1632,16 @@ void PackedScene::clear() { state->clear(); } -bool PackedScene::can_instance() const { - return state->can_instance(); +bool PackedScene::can_instantiate() const { + return state->can_instantiate(); } -Node *PackedScene::instance(GenEditState p_edit_state) const { +Node *PackedScene::instantiate(GenEditState p_edit_state) const { #ifndef TOOLS_ENABLED ERR_FAIL_COND_V_MSG(p_edit_state != GEN_EDIT_STATE_DISABLED, nullptr, "Edit state is only for editors, does not work without tools compiled."); #endif - Node *s = state->instance((SceneState::GenEditState)p_edit_state); + Node *s = state->instantiate((SceneState::GenEditState)p_edit_state); if (!s) { return nullptr; } @@ -1673,10 +1684,13 @@ void PackedScene::set_path(const String &p_path, bool p_take_over) { Resource::set_path(p_path, p_take_over); } +void PackedScene::reset_state() { + clear(); +} void PackedScene::_bind_methods() { ClassDB::bind_method(D_METHOD("pack", "path"), &PackedScene::pack); - ClassDB::bind_method(D_METHOD("instance", "edit_state"), &PackedScene::instance, DEFVAL(GEN_EDIT_STATE_DISABLED)); - ClassDB::bind_method(D_METHOD("can_instance"), &PackedScene::can_instance); + ClassDB::bind_method(D_METHOD("instantiate", "edit_state"), &PackedScene::instantiate, DEFVAL(GEN_EDIT_STATE_DISABLED)); + ClassDB::bind_method(D_METHOD("can_instantiate"), &PackedScene::can_instantiate); ClassDB::bind_method(D_METHOD("_set_bundled_scene"), &PackedScene::_set_bundled_scene); ClassDB::bind_method(D_METHOD("_get_bundled_scene"), &PackedScene::_get_bundled_scene); ClassDB::bind_method(D_METHOD("get_state"), &PackedScene::get_state); |